Thursday, January 31, 2008

Macedonia's Animal Kingdom


The resting jaguar. Click on the image to enlarge

Visit the Skopje Zoo. Help feeding the needy animals by paying the 50 denars ticket.

By Filip Stojanovski

Skopje (28.09.2002) � Even though it manages to survive in dire times, Skopje Zoo needs help. The management obviously tried to use the meager resources to reconstruct the infrastructure and even add new content. There are obvious signs of recent rebuilding of the walls, the place is kept clean, and there's a special place for kids to play on their own.

Of course, you might object to the whole concept of the Zoo: purchasing animals in order to put them in cages, ruining their lives and their population in the wild, so humans can take a look at them up close. I, for one, would not perpetrate such a thing. But, this is not an ideal world. We better make the best of what is, because things sure don't feel like moving into the direction of what should be. So, a walk through the Zoo can provide you with a lot of benefits, both educational and social.

First and foremost, you would be able to help the animals much more than if you ignore the problem. Paying the ticket helps the food fund, obviously. Just like in the elections, high turn-out declines the possibility of abuse. There are visitors who, alongside taking a throng of their kids to the Zoo, find sadistic pleasure in abusing the animals, especially the hippo or the monkeys, throwing (hard) objects at them and making a nuisance of themselves. Such persons think they are funny � and their children follow their example. I bet they'll think twice before they do such things again, if there are other visitors around to reprimand them about their improper behavior.

You can also find nice ways to communicate with the animals. This provides for a spark of the great feeling of oneness with nature, something of which many city-dwellers have forgotten. The effect is hundred-fold if you are a child. We can all benefit from the notion that we are not alone in this world.


The jaguar cub
Some visitors buy smoki snacks at the gate and feed the non-carnivores. This practice seems to be tolerated by the staff, which comprises of but a few persons, who are too busy taking care of the facilities anyway. There are several species of deer, horses (ponies, and "normals"), goats, and birds�ducks, swans, and geese--which all seem quite tame and act friendly.

The jaguar cub (born this winter), like any baby, is always happy to play and likes the visitors' attention. He is yet to become like the other cats, which have "got used" to being crammed in the cages the size of a large room, instead of roaming through tens of kilometers of territory, a normal habitat for the lions, jaguars, or leopards. They seem numbed, lying all day, breaking the habit only to pace nervously from time to time in great speed in front of the iron bars.



One of the jaguars. It's funny that no prominent paramilitary organization has taken the name of this great cat species. They are the most numerous great cats in captivity in Macedonia

There's plenty of more to discover in the Zoo. Some cages are eerily empty, but there are still families of camels, peacocks, chicken, vultures, pigs, llamas, alpacas, and African and Tibetan cattle, some of them with offspring. The Zoo also houses the Museum of Natural History (closed after 4 pm), where you can see fossils, mammoth tusks, sculls and bones of prehistoric animals, and dioramas of our contemporaries, insects (colorful butterfly collection), and fishes.

Be there. It's cool to be kind to animals... and other people.


The black panther.

The jaguar cub:



The baby jaguar among the smoki snacks thrown by the well-wishing visitors.







[This article was first published on now-defunct Reality Macedonia news and opinions website on September 28, 2002.]

Tuesday, November 06, 2007

Respect for the Waste Collectors (on the Road to EU)

This photo is of a shelf with toys from Eindhoven, Netherlands shop. I found it very interesting that two out of three best European toy brands, Playmobil and Lego, choose to include waste collectors in their palette.


Like the third one—Papo—these two also feature toys with other backgrounds, from nature-orinted, to inspired by history or science-fiction. But I'm impressed by the inclusion of everyday professions, and women and children as characters, which enables the kids who play with them much wider educational benefits.

A long time ago (around 1979 – when I was five) you could buy similar toys in Macedonia too: Play-BIG, the vanished competitor of Playmobil. They had similar approach, I remember having a road worker with pike and cone, and fluorescent overall. I consider importing such egalitarian toys for the children of Macedonia a matter of national interest. They have had enough romantic-militaristic indoctrination by the cowboys-Indians-knights-army men toy establishment (mostly Chinese copies of American sets).

Dutch Design Week Highligts

Dutch Design Week is an annual event taking place in Eindhoven, the Netherlands, with a packed activity schedule at various locations in the city (20-28.10.2007), as well as some cars driving around with funny sculptures on top of them.

Judging from several of DDW's deliverables, it seems to me that the message was that design should be considered an integral part of innovation. Such implications included a city re-design competition initiated by the municipality, and Philips' presentations on future buildings equipped with built-in recycling system similar in function to the stillsuits of Dune and e-tattoos.

Stumbling upon the huge exhibition space in former industrial complex called Strijp S was quite lucky coincidence, enabling me to enjoy various design solutions, from a chamber cinema for animations, to quite toys and chairs with style, to new models of cars and cool t-shirts.

Rosalie BakThe designers' collective Groene Honden (Green Dogs) occupied one of the most vibrant and interesting spaces in the exhibition. The group features upstarts who've teamed up to combine their creative forces and youthful optimism. For instance, take Ms. Rosalie Bak (pictured), a designer who uses inspiration from medicine and anatomy to create home-bound items which look and feel great, from dolls made of bandages and cotton, to bottles and vessels resembling human organs.

Taking a sip from a heart-shaped bottle must be a far cry from the heart-shaped box of Nirvana fame, since the bottle is not only anatomically correct - as opposed to overly stylized, and radiates fresh, upbeat vibes associated with the welcoming future of scientific progress.

Sunday, August 19, 2007

New Timeline: Heroes of Plutarch's Lives

The Timeline of Plutarch's Lives presents the lifespans of the characters presented in one of the most influential biographical works in history. Among others, Napoleon Bonaparte used to carry the Lives with him on his campaigns, and the book is also featured at the bottom of J.L. David's painting "Napoleon in his study in the Tuileries Palace."

The Wikipedia entry on the Parallel Lives and the appropriate articles on individual characters provided the basis for the timeline.

Tuesday, August 14, 2007

Chàchipe: Photo Competition Deadline Extended Till August 15

The organizers of Chàchipe - the Decade of Roma Inclusion Photo Contest, Open Society Institute and OSA Archivum, announce extension of the deadline till August 15, 2007.

read more | digg story

Wednesday, July 04, 2007

Interviews with authors of Macedonia graphic novel

A graphic novel by Harvey Pekar, Heather Robinson and Ed Piskor about Macedonia has been published. It describes Ms. Robinson's jurney into the country, investigating why peace, and not war, broke few years ago.

My review of the book will hopefully be done soon, in the meantime check out these interviews with the authors
This book is hugelly important, as one of the few really dealing with the country available in the West. This problem is mentioned in the book itself, and by the authors in the interviews.

Monday, June 25, 2007

Two interviews with Joi Ito in the Macedonian Press

At the Creative Commons Macedonia launch last week, Joichi Ito gave two interviews for two Macedonian daily newspapers:
  • the first (pictured) on the spot, for Nedelno Vreme published this Sunday,
The first interview was supplemented by adaptation of the How it Works comics.

The Quest for Perfect Strategy Game

Can real-time strategy (RTS) games be used as a tool to learn strategy? Can the politicians and other leaders use them to learn how to better manage resources, envision moves, plan activities to the benefit of real states? Yes, but only if they use games which apply the accumulated wisdom in this field.

Filip Stojanovski

The basic challenge facing the authors of computer games is balancing the degrees of simulation and playability. The game should tend to reflect the real circumstances, but it also needs to condense and abstract the boredom inherent to war. A game becomes uninteresting failure both if it's too hard and if it's too easy.

The basic factor whether a game is good for learning strategy is whether it uses the knowledge accumulated by the classics in this discipline through history. Games that provide conditions for forcing gamers to apply these lessons are best learning tools.

All the ingredients

Sun TzuAncient Chinese general Sun Tzu teaches that "All warfare is based on deception." In his book The Art of War, he states a general should be familiar with five factors.
These are: (1) The Moral Law; (2) Heaven; (3) Earth; (4) The Commander; (5) Method and discipline.

• The Moral Law causes the people to be in complete accord with their ruler, so that they will follow him regardless of their lives, undismayed by any danger.
• Heaven signifies night and day, cold and heat, times and seasons.
• Earth comprises distances, great and small; danger and security; open ground and narrow passes; the chances of life and death.
• The Commander stands for the virtues of wisdom, sincerely, benevolence, courage and strictness.
• By method and discipline are to be understood the marshaling of the army in its proper subdivisions, the graduations of rank among the officers, the maintenance of roads by which supplies may reach the army, and the control of military expenditure.
Basil Henry Liddell HartBritish military theoretician Basil Henry Liddell Hart, whose students included legendary generals such as Rommel and Patton synthesized the historic experiences from the last 2500 years in his book Strategy (1967). He reveals that:
...throughout the ages, effective results in war have rarely been attained unless the approach has had such indirectness as to ensure the opponent's unreadiness to meet it. The indirectness has usually been physical, and always psychological. In strategy, the longest way round is often the shortest way home.

More and more clearly has the lesson emerged that a direct approach to one's mental object, or physical objective, along the 'line of natural expectation' for the opponent, tends to produce negative results. The reason has been expressed vividly in Napoleon's dictum that 'the moral is to the physical as tree to one'. It may be expressed scientifically by saying that, while the strength of the opposing force or country lies outwardly in its numbers and resources, these are fundamentally dependant upon stability of control, morale and supply.
The concept of Four Generations of Modern War, developed by the American strategist and former marine William S. Lind provides another intellectual framework:

The First Generation (1648-1860) - the state established a monopoly on war, with a military culture of order, with imposed discipline and strict hierarchy, reflected in the way armies act on battlefield, using line and column tactics.

The Second Generation (1860-1939) brought reaction to the suicidal insistence of order against industrialized weapons such as machine guns, using mass firepower, most of which was indirect artillery fire, as a solution. According to Lind:
The goal was attrition, and the doctrine was summed up by the French as, "The artillery conquers, the infantry occupies." Centrally-controlled firepower was carefully synchronized, using detailed, specific plans and orders, for the infantry, tanks, and artillery, in a "conducted battle" where the commander was in effect the conductor of an orchestra.
The Third Generation resulted from the German reaction to the former two, developed during World War I and applied during World War II. Its basis is "speed, surprise, and mental as well as physical dislocation" of the opponent, focused on solving actual problems in the field, not blindly following orders. This resulted in development of the "first non-linear tactics. On the defense, the objective became sucking the enemy in, then cutting him off, rather than holding a line. On the offensive, the attack flowed like water through the enemy's defenses, always seeking the weakest point to penetrate, then rolling him up from his own rear forward. Operationally as well as tactically the goal was usually encirclement."

Besides states, main actors in the Contemporary Fourth Generation wars include irregular, guerrilla, terrorist and/or mafia networks, with additional complication of clashing cultures on tribal, ethnic, ideological, and/or religious grounds. Such wars represent "mix of ancient and modern," with obvious primacy of the indirectness and the morale, especially regarding developing loyalty of the population as opposed to accumulation of resources, numbers, and firepower.

Games of note, not of use

Popularity of a game does not imply its usefulness as a tool for learning strategy. When the gaming industry overcomes some set of technical limitations, it mainly improves the visual elements and scope of activities - for instance, moving from isometric 2D to 3D, adding more kinds of troops, etc. Unfortunately, most of the contemporary games have not moved from the concept of Second Generation War – their main goal remains solving the equation of inflicting/avoiding physical loses.

In these games, the winner accumulates more resources, increasing the size and firepower of his or her army. The soldiers act as machines, without fatigue or fear even in dead end situations, toiling while they have enough "fuel" or until they suffer enough damage. This concept is partially due to the historical success of games with robot-like units, such as Dune II (1992). They have absolute hierarchy of control, the information and resources travel instantaneously from point to point, and the player's role resembles an omnipresent and omniscient deity, not a flesh-and-blood field commander.

Classic examples of this kind include the serials Age of Empires, Rise of Nations, Cossacks, Warcraft, and Starcraft. These games limit their users to partial control of but two out of the five Sun Tzu's factors (distances, roads, and expenditures), and only the external factors pointed by Liddell-Hart (numbers and resources). Even in games that perfected these elements, such as Sudden Strike, gamers have minuscule or no control over morale or indirectness, and get an impression that they can take them for granted, or completely disregard them.

The key reason for this approach is that the mainstream of American culture remains stuck in the Lind's Second Generation of warfare. Air force has replaced artillery as deliverer of superior firepower, followed by invasion supported by superb logistics. Since the USA's resources remain far larger than any of its opponents, the losses get replenished until total economic collapse of the enemy, or until those who resist are exterminated, disregarding the high cost of lost human lives and overall destruction of the targeted lands.

Niccolò MachiavelliWinning Fourth Generation Wars require minimizing the losses on both sides, and also avoiding humiliation and destruction of the institutions of the opponent, because they will be needed in the post-conflict period to provide law and order against the chaos incited by the anarchic and criminal groups. Renaissance thinker Niccolo Machiavelli recommends similar approach in The Prince (1513).

In reality, striving to physically destroy all enemy personnel remains unfeasible due to decreasing of differences between warriors and civilians, and their usual intermingling. Civilian losses increases the will to resist of the targets, and it also increases the negative public opinion world over, and in some cases can lead to legal repercussions. The first two years of the current occupation of Iraq vividly displayed the consequences of such errors.

Regrettably, very few strategic games takes morale as a success factor, with most of them representing the soldiers as blindly obedient executors of players' orders; displaying constant high level of courage, regardless of consequences. Genocide over the "enemy" also remains one of the basic assumptions of games like these. This approach can dramatically mislead the future strategists, leading them to disregard of emotions and empathy, to forgetting that they deal with human beings, and resulting in catastrophic mistakes in interpersonal relations with the subordinates or the opponents.

Such elements remain more present in the city/state running simulations, such as SimCity, Caesar, and Sid Meier's Civilization; or strategy/adventures such as Dune I (1992), where economic factors and satisfying various needs of the population dominate. Still, these games most often concentrate on global (or grand) strategy, with minimum real-time tactical elements – out of focus of this essay.

Another especially unrealistic element of the games such as Age of Empires is building wonder – usually huge buildings such as pyramids or the tower of Babel, leading to swift victory. In fact, such projects prove too expensive and with too minuscule effect in contrast to capacity building of the whole economic and societal system: agriculture, industry, science, education, and defense.

Doing it right

Pioneer of taking morale as element of strategy is Centurion: Defender of Rome (1990), which divides the action in concord with Liddell-Hart's concept of strategy—high politics, diplomacy, propaganda, choosing allies, choosing enemies, decisions to move—lead on a map similar to Risk board, and tactics—positioning the army, maneuvering, and actual fighting. In this case, for instance, attacking from the back brings enormous advantage, while killing a leader can result in a rout of his troops.

In this sense, Centurion had no real competition until the appearance of Shogun, the first Total War sequel in 2000. This game followed the same principles, supplemented with lessons by Sun Tzu and the Book of Five Rings (1645) by samurai Miyamoto Musashi.

Total War introduced limit to player's omniscience, creating the need of intelligence gathering through espionage. It also replaced the isometric display of battles with full three-dimensional environment. Unlike most other RPG serials, which focus on improving the design, this franchise also adds more simulation elements with each new issue, retaining the interest both of more experienced players and history buffs. Such elements include soldier fatigue and terrain type, present in earlier sequels, and role of nepotism in choosing field commanders, introduced in the later. Total War is not (yet) perfect, as it still retains some elements of god-like perception for the player, such as instant transport of resources (money) from and to any point on the map. Adding the element of logistics, such as tax collection caravans and dealing with corruption of governors, and info lag - the time messages need to travel from distant provinces, can add more flavour and realism. At various levels of the game these features can be automated or left to the players to control them hands-on.

Most Fourth Generation War elements remain present in Total War, but not all, such as role of propaganda, victimization, and social engineering, partly due to its historical setting. One game which explicitly refers to them is September 12th. This is a simulation intended to show the futility of tactics of killing "terrorists" with disproportional force – rocket attacks which also harm civilians. In the game, the relatives of civilians who perish become "terrorists" too, so the only result gain is continuing the cycle of violence.

In the past, gamers eager to acquire strategic skills faced a choice: either popular, but not very educational titles such as products by Microsoft and Blizzard, or games requiring high investment in equipment and steep learning curve. Total War solves this dilemma by enlarging the repertoire of activities for solving strategic problems, using both direct and indirect means.

Like all other human skill, strategic thinking can be learned. In the past, the main tools for this included study of history and critical thinking, because they enabled learning from other people's mistakes. Computer games present a welcome enhancement, because they also provide painless learning from one's own mistakes.